You touch a quiver containing arrows or bolts and choose of the elemental empowerments below to bestow on it. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the ammunition has an additional effect specified by the chosen element. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver
Fire. The target takes an extra 1d6 fire damage. If the attack is a critical hit, the target also starts burning and takes 1d6 fire damage at the end of its next turn, unless it uses an action to extinguish the fire.
Ice. The target takes an extra 1d4 cold damage, and its speed is reduced by 10 feet until its next turn ends. If the attack is a critical hit, the ice shatters, dealing 1d4 cold damage to the target, and to any creature within 5 feet of the target that fails a Dexterity saving throw.
Storm. The target takes an extra 1d4 lightning damage and can't take reactions until its next turn ends. If the attack is a critical hit, you can cause the lightning damage and reaction effect to jump to another creature of your choice within 5 feet of the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Previous Versions
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10/9/2022 6:53:28 AM
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8/30/2023 11:06:20 PM
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